Difference between revisions of "Armor"

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(The existing text is *extremely* misleading. Armor may only be safely enchanted up to +5 only if it started from +3, NOT if it started from +4 as a typical reader would expect.)
m (minor correction)
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*Either [[shirt]]; no great difference.
 
*Either [[shirt]]; no great difference.
 
*[[Shield of reflection]], possibly, if you don't wish to [[two-weapon]].
 
*[[Shield of reflection]], possibly, if you don't wish to [[two-weapon]].
*[[Gauntlets of power]] for combat; [[gloves of dexterity]] for spellcaster.
+
*[[Gauntlets of power]] for combat; [[gauntlets of dexterity]] for spellcaster.
*[[Speed boots]] or [[jumping boots]]; [[water-walking boots]] in a [[bag]].
+
*[[Speed boots]] or [[jumping boots]]; [[water walking boots]] in a [[bag]].
  
 
[[Category:Armor| ]]
 
[[Category:Armor| ]]

Revision as of 17:38, 20 October 2006

Armor is a number one concern for the hero entering the dungeon. It is the only thing between you and instadeath by sheer melee. Wearing armor is the simplest way to improve one's armor class.

There are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Excepting elven armor and a wizard's cornuthaum, armor may only be safely enchanted up to +5 provided that you start from +3 and use a blessed scroll; elven equipment and cornuthaums may be safely enchanted to +7 provided that you start from +5. Thus, by using armor alone, the maximum protection is -44, or 54 points of protection. In practice, it is often somewhat below this, as characters give up a better AC for other protections and advantages. For example, a +5 shield of reflection will give 7 AC and reflection, but SDSM will give 14 and reflection, and allow two-weaponing. Likewise, high boots and iron shoes will give 2 AC, but speed boots will give 1 and "very fast" speed.

The typical combination of armor in an ascension kit is